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Showing 1 to 15 of 59 results Save | Export
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Razvan Gabriel Boboc; Robertas Damaševicius – Education and Information Technologies, 2024
This paper examines how Extending Reality (XR) technologies, such as Virtual and Augmented Reality, can provide innovative solutions for preventing and addressing bullying. A search for relevant articles was conducted in five electronic databases (ACM, Emerald, Science Direct, Scopus, and Web of Science), resulting in the identification of 867…
Descriptors: Bullying, Computer Simulation, Technology Uses in Education, Prevention
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Nomisha Kurian; Basma Hajir – Journal of Moral Education, 2024
Given much-discussed innovations in Virtual Reality as the 'ultimate empathy machine', we offer three provocations regarding the use of Virtual Reality to cultivate empathy: is empathy possible? Is empathy enough? Who controls how empathy is produced, and who is left out? As a case study, we examine the VR films that the United Nations High…
Descriptors: Refugees, Computer Simulation, Empathy, Moral Values
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Cole, Rebekah F. – Counselor Education and Supervision, 2022
This pretest/posttest experimental design study investigated the use of virtual reality to teach school counseling students empathy, as measured by the Empathy Quotient. An independent samples and paired-samples t-test were used to analyze students' scores in the experimental and control groups. The study's results are discussed.
Descriptors: Counselor Training, School Counselors, College Students, Empathy
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Sreejun, Surang; Chatwattana, Pinanta – Journal of Education and Learning, 2023
The objectives of this research are (1) to study and synthesise the conceptual framework of the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products and digital empathy, (2) to develop the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products…
Descriptors: Inquiry, Computer Simulation, Creativity, Empathy
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Margaret Parks; Daejin Kim – Educational Gerontology, 2023
The US population is becoming increasingly older. Alongside the changing mental and physical capacities that accompany aging, reduced visual function is a common occurrence for older adults. Empathy is an important and useful skill for interior designers in that this ability is extremely helpful for understanding older adults' experience in the…
Descriptors: Aging (Individuals), Visual Impairments, Empathy, Interior Design
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Sasinan Kanharin; Pinanta Chatwattana – Higher Education Studies, 2025
The inquiry-based learning platform mix game-based learning using metaverse, or IBL platform mixed with GBL using metaverse, was developed with an intention to enhance digital literacy and empathy skills, which are regarded as essential skills in the 21st century. The IBL platform mixed with GBL using metaverse was designed with the combination of…
Descriptors: Inquiry, Educational Technology, Game Based Learning, Computer Simulation
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Hayoung Jeon; Yumi Jun; Teemu H. Laine; Eunha Kim – Education and Information Technologies, 2024
Empathy is an essential human skill that can be divided into two types: (1) cognitive empathy, which is the capacity of understanding others' thoughts and emotions; and (2) affective empathy, which is the capacity to feel others' emotional states. Many educational contents exist for both types, and immersive virtual reality (VR) has been shown to…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Computer Games
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Insook Han; Timothy Patterson; Hyangeun Ji; Joseph Eisman – Journal of Interactive Learning Research, 2024
This study explored the use of immersive virtual reality enhancing university students' presence and empathy in relation to their immersive tendencies. With a first-person narrative delivered through a head-mounted display, a high-immersion virtual reality (VR) was expected to provide engaging embodied experiences, impacting the way students…
Descriptors: Computer Simulation, Empathy, Experiential Learning, Visual Aids
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Aphinanh Suvandy; Pinanta Chatwattana; Prachyanun Nilsook – Higher Education Studies, 2024
This research is related mainly to the study of the results on the development of digital literacy and digital empathy with micro-learning via activities on metaverse. The main concept of this study is based on the integration of micro-learning process with metaverse technology in order to encourage and provide learners with opportunities to…
Descriptors: Digital Literacy, Empathy, Computer Simulation, Learning Activities
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Han, Insook; Shin, Hyoung Seok; Ko, Yujung; Shin, Won Sug – Journal of Computer Assisted Learning, 2022
Background: Immersive VR is still rarely used as an intervention for meeting the affective end goals of student learning despite its positive impact on affection. Also, studies regarding the use of immersive VR as an intervention for affective achievement in broader educational contexts are still lacking. Objectives: This study aimed to examine…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Program Effectiveness
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Laura J. Lambe; Wendy M. Craig – International Journal of Bullying Prevention, 2023
Witnessing peer victimization is an emotionally salient event, particularly for youth. Given that emotions influence how youth respond to social situations, the emotional experiences of bystanders may influence how they respond to peer victimization. In particular, different defending behaviors may be motivated by different emotional processes…
Descriptors: Audiences, Bullying, Peer Relationship, Emotional Response
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Yiling Hu; Yanjun Chen; Bian Wu – Educational Technology & Society, 2025
As a key professional competence of teachers, empathy involves whether teachers can stand in the student's position to pay attention, understand their behavior, and make reasonable judgment and explanation of it. Researchers have discovered that 360° virtual reality (360° VR), a relatively recent form of media, can be particularly powerful in…
Descriptors: Empathy, Preservice Teachers, Teacher Education Programs, Video Technology
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Ünal Çakiroglu; Merve Aydin; Yasemin Köroglu; Merve Ayvaz Kina – Interactive Learning Environments, 2024
This study examines the effectiveness of using augmented reality (AR) in gaining historical empathy skills. AR cards were used in different periods of the history lesson. A mixed design method including pre-test and post-test is used to A mixed methods research design with pre-test and post-test is used to determine the developments in empathy…
Descriptors: Computer Simulation, Empathy, Teaching Methods, Technology Uses in Education
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Tania Heap; Regina Kaplan-Rakowski; Audon Archibald – Educational Technology & Society, 2024
Understanding blindness or imagining being blind can be challenging for individuals without visual impairments. One of the affordances of high-immersion virtual reality (VR) is its ability to build empathy and facilitate perspective-taking. VR can be potent when providing narrative, experience-laden education that exposes users to ideas and…
Descriptors: Computer Simulation, Blindness, Technology Uses in Education, Empathy
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Rhonda Christensen; Gerald Knezek – International Journal of Technology in Education, 2025
Pre-post paired data gathered from 15 students enrolled in a career and technical education high school course focusing on teacher education were analyzed to measure the impact due to experiences in a simulated teaching environment. The main research focus was to explore the relationship between variables considered to be important for the success…
Descriptors: Career and Technical Education, High School Students, Career and Technical Education Teachers, Program Effectiveness
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